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Is there a mac port of this version?
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# ¿ Aug 30, 2011 14:00 |
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# ¿ Apr 25, 2024 01:09 |
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I will work on that today and get you a mirror.
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# ¿ Aug 30, 2011 14:30 |
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So with my work mac I can't get the loving game to statically link. I am going to try from home later, but I doubt it will even build with 10.7 and clang.
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# ¿ Aug 30, 2011 19:04 |
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headlor posted:Backing up whoever said getting this to compile under os x was a pain. gently caress this poo poo, I just wanna play with trains. We just can't build an easily distributable version of it. If you come to IRC I can help you get it built.
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# ¿ Sep 6, 2011 14:17 |
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The only way it would work, if underground building was super expensive.
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# ¿ Sep 9, 2011 04:17 |
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Garfu posted:I also found this from the YOGs video and I enjoy these kinds of games immensely. I've started to play but one question, why are the graphics so different (shittier) then the ones on the wiki? The game is reverse engineered from the orginal game, you can still use the old art and sound files from it. The yogs guys were doing just that. The base game is good, but the newgrfs (think mods) really make the game.
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# ¿ Dec 6, 2011 21:35 |
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PalmTreeFun posted:Any way I can go about getting the old graphics and music and stuff? That'd be pretty great. The old music especially. But the base free graphics for the game are close enough to the original. pmMike posted:Is there a mac version of your modified client floating around? Sadly we can't statically link it, but has easy build instructions if you use macports.
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# ¿ Dec 6, 2011 22:25 |
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pmMike posted:
A lot of terminalfu and time. Basically the version of the game that the goons play, cannot be compiled in a way that we can easily distribute it. So to get it to run on your system you will have to build the game yourself, including the dependencies. You will have to patch the source code with the changes we are using. Then follow these instructions: http://wiki.openttd.org/Compiling_on_Mac I would NOT recommend using homebrew or fink to compile the dependencies.
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# ¿ Dec 7, 2011 16:47 |
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Node posted:Does anyone have a savegame that has some really complicated and huge rail station designs? I'm talking high throughput stations with a dozen or so docking stations. I understand how presignals work, I just want to see what they look like in the hands of someone adept. If path signals are enabled they are far easier to understand and tend to not jam if you use them correctly.
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# ¿ May 23, 2012 14:05 |
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FISHMANPET posted:Is there some trick to getting a passenger rail line with multiple stops to work? I've got a vac train line with two endpoints, and 4 stops in between. It doesn't look like passengers are boarding the correct train. When it pulls into one endpoint, there are 650 passengers waiting to go to the other endpoint, but they don't get on that train. They just get fed up until they turn into "any destination" passengers. When we run cargodist, I roll with a hub model. All passenger trains have two orders that are auto timetabled, one to the local station and one to the hub. This seems to work out well for me.
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# ¿ May 24, 2012 21:24 |
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FISHMANPET posted:
If we get rid of the horse and buggies how will I troll the hell out of Kilonum's bus routes?
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# ¿ Jun 1, 2012 21:19 |
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# ¿ Apr 25, 2024 01:09 |
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Just let the child play with airplanes enabled. When I was 7 that let me build big train networks, hell it works now.
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# ¿ Jan 12, 2013 03:58 |